!!MdLGm3ji380 12/27/10(Mon)21:57 No.13313645|
Evening chaps. It is I, the tripfriend who has been on this board for many years. No ancient evil here.
Anyway, I've been watching this project from the start, and I think it's time we came up with a specification. As much I love watching people working at crossed purposes, I feel that a set of guidelines would make sure that this project doesn't end up looking like some kind of Soggothian Frankenstein's monster.
Somethings we need to consider:
>Integration with the nWoD
This means many things. Outsiders need to be roughly equal to the other gamelines in terms of power. They can exceed the others in some ways, like madness or direct reality perversion, but they can't be better at everything. Secondly, every nWoD game is based on the assumption that it could be happening in the real world. As such, Outsiders either need to remain almost entirely human, like vampires and Bound, or they need an inate ability to hide their natures, like the other splats. I would propose the latter. Some kind of madness would fit.
>How are they powerful? What can their powers do?
As mentioned above, they should be balanced with other supers, but they can excel in their own ways. Mages are entirely spell based, while Prometheans have very weak active powers but many inate abilities. Werewolves have many obvious magics, while vampires can only effect their own bodies or the minds of others. By the looks of it, outsiders are like mages. Almost entirely human, but their powers can affect anything. Mythos creatures tend not to be very subtle when it comes to anything.